ABCDEFGHIJKLMNOPQRSTUVWXYZAAABACADAEAFAGAHAIAJAKALAMANAO
1
2
Literi Thavos
3
Level: 1Skills
4
quizzaciouslyDubious [QD]0 XPNext level at 20 XPSkillModSum+Prof.
5
Gold MaleAthleticsStr-1
6
Class of AspectCurrent Status EffectsEnduranceCon+1
7
Land of _____ and _____AcrobaticsDex+1
8
Spinydoughnut33#8990Sleight of HandDex+1
9
Hit PointsHit Dice (1d6+1)Str8 (-1)Fort10StealthDex+3
10
16 / 161 / 1Con13 (1)+0EngineeringInt+3
11
100%100%Dex12 (1)Ref14InvestigationInt+3
12
Int17 (3)+0OccultInt+3
13
HP Lost0HD Lost0Wis14 (2)Will15Animal HandlingWis+2
14
Temp. HP0Max HD1Cha10 (0)+1ConcentrationWis+4
15
InsightWis+2
16
Current StanceSpeed30 feetExhaustion0AC11MedicineWis+2
17
Initiative+1Proficiency+2+0PerceptionWis+4
18
SanityWis+2
19
RESOURCESSurvivalWis+2
20
DeceptionCha+0
21
IntimidateCha+0
22
PerformanceCha+0
23
PersuasionCha+0
24
Expended:Current:Current:Current:
25
Maximum:Maximum:Maximum:Maximum:
32
33
WEAPONSTier 0 AnimatomeKindTier 0 OrbKind1 AC None Armor
34
Strange BookAmmo0--Ammo020N/A
35
Glass Orbi found this Book, and for some reason it is comPatiBle with my Psionic aBilities. i am not comPlaining.this is just a simPle glass orB. there is nothing magical aBout it. i simPly channel my eyeBeams through it. however, i have to exersize caution, or else it will shatter from the heat.
36
ARMOR
37
Nothing
38
EQUIPMENT
39
Nothing
40
41
42
43
44
N/AN/AN/A
45
46
N/Aeffecteffecteffecteffect
47
48
49
50
51
52
AnimatomeKind+6 vs. ACOrbKind+6 vs. AC
53
Tier0Ammo---INTPlus1Tier0Ammo20INTPlus1
54
NameDamageDescriptionDamageNameDamageDescriptionDamage
55
CastTd4+P+INTMajor action: Make a ranged attack a foe within range.1d4+5LaserTd6+P+INTMajor action: Make a ranged attack against up to P targets within range. Use 2 ammo per shot.1d6+5
56
RetaliateTd3+P+INTReaction: If an enemy attacks you, and they are within range, make an attack roll vs the attack.1d3+5Free FireTd3Major action: Attack all targets within range, up to 2 times each, consuming 1 ammo for each attack.1d3
57
PenetrateTd4+P+INTMajor action: Make a ranged attack against a foe who is behind half or three quarters cover, ignoring said cover.1d4+5Precise StrikeTd4+P+INTMinor action: Attack a target that you missed with Laser, with advantage. Use 5 ammo.1d4+5
58
Charge Shot2Td4+P+INTMajor action: Make a ranged attack against a foe within range. Afterwards, this attack goes on cooldown for 2 rounds.2d4+5Burning HazeTd2Major action: Make a ranged attack roll against all targets within a 15 ft sphere. Every target who’s AC is broken is burned and takes Td2 damage per round for T rounds.1d2
59
Other Notes:
Range is 30/50 ft.
Causes Force damage.
When held with two hands, increase all damage dice by one size.
Other Notes:
Range is 30/60 ft.
Ammo regenerates when not using specibus for one round, regenerating PCM*P/2 per round.
60
66
80
PSIONICSKey Stat
81
Minor PowerMajor PowerINT
82
■■
83
Other Notes:
84
85
2Remaining0Remaining
86
87
TelekinesisRange: 30 feetPlus1+6 to hit
88
89
NameDescription
90
Force CrushAt-will: Make a ranged attack against a target’s Fortitude resistance.

Pd6
91
Minor slot: Make a ranged attack against a target’s Fortitude resistance. If you break resistance, the target is Crippled (10) until the end of your next turn.

Pd8+PCM
92
Major slot: Make a ranged attack against a target’s Fortitude resistance. If you break resistance, the target is knocked prone or pushed back 20 feet, at your discretion. If you fail to break resistance, they are Crippled (10) until the end of your next turn.

2Pd8+PCM
93
ImpactAt-will: Make a melee attack (range 5 feet) against a target’s Fortitude resistance.

Pd8+PCM
94
At-will: Make a ranged attack against a target’s Fortitude resistance. If you break resistance, the target is knocked prone.

Pd3
95
Minor slot: Make a ranged attack against a prone target’s Fortitude resistance. This attack does not suffer disadvantage for attacking a prone target from beyond 5 feet.

Pd12+PCM
96
LiftAt-will: You may telekinetically levitate up to 5P pounds of objects, and move them as a free action, up to 30 feet per turn. This effect is incapable of precise movements, and you must continue using a major action each turn to maintain the subpower, up to 1 minute (10 rounds) in a strife, or 1 hour outside it. Lifted objects must remain within range or the effect immediately ends for that object.

If you choose to attack a target with an object, the target must be within range and the object must be able to reach the target. Make a ranged attack against the target’s Reflex resistance. If you break resistance, the target takes Pd6 damage and the object is now at the target’s location. You may only attack one target per turn.
97
Minor slot: You may telekinetically levitate up to 25P pounds of objects or willing creatures, and move them as a free action, up to 30 feet per turn. This effect is incapable of precise movements, and you must continue using a major action each turn to maintain the subpower, up to 1 minute (10 rounds) in a strife, or 1 hour outside it. Lifted objects must remain within range or the effect ends for that object.

If you choose to attack a target with an object, the target must be within range and the object must be able to reach the target. Make a ranged attack against the target’s Reflex resistance. If you break resistance, the target takes Pd10+PCM damage and the object is now at the target’s location. You may only attack one target per turn. Every subsequent attack after the first attack with this subpower requires another minor slot to be expended as part of the attack.
98
Major slot: You may telekinetically levitate up to 150P pounds of objects or willing creatures, and move them as a free action, up to 60 feet per turn. This effect is incapable of precise movements, and you must continue using a major action each turn to maintain the subpower, up to 1 minute (10 rounds) in a strife, or 1 hour outside it. Lifted objects must remain within range or the effect ends for that object.

If you choose to attack a target with an object, the target must be within range and the object must be able to reach the target. Make a ranged attack against the target’s Reflex resistance. If you break resistance, the target takes 2Pd10+PCM damage and the object is now at the target’s location. You may only attack one target per turn. Every subsequent attack after the first attack with this subpower requires another major slot to be expended as part of the attack.
99
Gravity WellMinor slot: Make a ranged attack against a target’s Fortitude resistance. If you break resistance, the target takes an additional P damage for every 10 feet they move or are moved until the start of your next turn.

Pd6
100
Major slot: Make a ranged attack against a target’s Fortitude resistance. If you break resistance, the target takes additional damage as if it fell a distance equal to twice the attack roll, then is Restrained until the end of your next turn. If you fail to break resistance, the target takes P damage for every 10 feet they are move or are moved until the start of your next turn.

As a major action, you may make an additional ranged attack against their Fortitude resistance in subsequent rounds to Restrain them until the end of your next turn, up to P/2 rounds. This effect automatically ends if you are out of range.

Pd12
101
Other Notes:
102
103
EyebeamsRange: 90 feetPlus1+6 to hit
104
105
NameDescriptionNameDescription
106
EyebeamAt-will: Make a ranged attack against a target’s AC.

Pd4
Piercing EyebeamMinor slot: Make a ranged attack against a target’s AC. Then use the same attack roll but halved damage roll against all targets between you and the target.

Pd4+PCM
107
Minor slot: Make a ranged attack against a target’s AC.

Pd8+PCM
Major slot: Make a ranged attack against a target’s AC. Then use the same attack and damage roll against all targets between you and the target, and within 10 feet of the target.

If the attack also breaks the target’s Fortitude resistance, they are pushed back 15 feet or knocked prone, at your discretion.

Pd10+PCM
108
Major slot: Make a ranged attack against a target’s AC.

2Pd8+PCM
Lock OnMinor slot: Make a ranged attack against a target’s Will resistance. If you break resistance, you have +1d6 to hit the target with psionic attacks for the next P turns. This effect does not stack, but is refreshed instead.

Pd4+PCM
109
Counter EyebeamMinor slot: When you are targeted with Eyebeams, you may, as a reaction, make an attack roll. Some monsters have attacks which count as Eyebeams and may be targeted by the same reaction.

If your attack roll is greater than the incoming attack roll, the attack misses, does nothing to you, and automatically hits them for half damage.

Otherwise, you may reduce any damage you take from the attack by P.
110
Thermal SightAt-will: You ignore the effects of dim light and darkness out to 60 feet for one minute (10 rounds).
111
Minor slot: You may use this as a free action to ignore the effects of dim light and darkness and see through intervening cover, out to 60 feet. Additionally, you always know the location of targets you have Locked On. This effect lasts for one minute (10 rounds).
112
Other Notes:
116
117
GristPillars and Paths
118
T0Build Grist 20 PillarStrikerCrown of Desperation
119
T1 0Psi Fighter
120
T2 0Charge
121
T3 0Extra SpellPursuing Spell
122
T4 0Mastermind
123
T5 0Overdrive
124
T6 0Disarming Attack
125
T7 0Levitation
126
T8 0
127
T9 0Feinting Attack